Human-computer interaction (HCI) results in enormous amounts of data-bearing potentials for understanding a human user’s intentions, goals, and desires. Knowing what users want and need is a key to intelligent system assistance. The theory of mind concept known from studies in animal behavior is adopted and adapted for expressive user modeling. Theories of mind are hypothetical user models representing, to some extent, a human user’s thoughts. A theory of mind may even reveal tacit knowledge. In this way, user modeling becomes knowledge discovery going beyond the human’s knowledge and covering domain-specific insights. Theories of mind are induced by mining HCI data. Data mining turns out to be inductive modeling. Intelligent assistant systems inductively modeling a human user’s intentions, goals, and the like, as well as domain knowledge are, by nature, learning systems. To cope with the risk of getting it wrong, learning systems are equipped with the skill of reflection.
Part of the book: Data Mining
Gamification is considered the systematic anticipation and design of affective experiences. It is not erroneously reduced to the usage of game-typical elements in another context. The human experiences in focus are varying forms of virtual time travel. In a time travel exploratory game, players return virtually to the past for gaining insights and, possibly, finding artifacts bring back to the present time. This works well for environmental education studying, by way of illustration, the worldwide ocean warming over several decades. Time travel prevention games go even further. Players who visit the past get an opportunity to impact their fate. This works well in application areas such as crime prevention and industrial accident prevention. Dynamic time travel prevention games are a recently developed game type in which the past changes dynamically to support the player’s chances of successfully completing the mission. The authors present original concepts and technologies and demonstrate running applications.
Part of the book: Game Theory